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📄 rpgnetinterface.h

📁 五行MMORPG引擎系统V1.0
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/*///////////////////////////////////////////////////////////////////////////
UDP连接封装管理
	处理等待中的连接通知

李亦
2006.6.15
/*///////////////////////////////////////////////////////////////////////////



#ifndef _RPGNETINTERFACE_H_
#define _RPGNETINTERFACE_H_


#ifndef _NETUDP_H_
#include "server/net/netGateway.h"
#endif

struct PacketReceiveEvent;

//namespace RPGServer
//{

/// @see NetConnection, GameConnection, NetObject, NetEvent
class NetInterface
{
public:

	/// 在每一数据包的头一字节,记录着PacketType信息
	/// 如果LSB为普通数据包时,头1字节设为奇数
	/// 否则认为是OOB包,如掌握过程处理、连接初始化、服务器查询...
   enum PacketTypes
   {
      MasterServerGameTypesRequest  = 2,
      MasterServerGameTypesResponse = 4,
      MasterServerListRequest       = 6,
      MasterServerListResponse      = 8,
      GameMasterInfoRequest         = 10,
      GameMasterInfoResponse        = 12,
      GamePingRequest               = 14,
      GamePingResponse              = 16,
      GameInfoRequest               = 18,
      GameInfoResponse              = 20,
      GameHeartbeat                 = 22,

      ConnectChallengeRequest       = 26,
      ConnectChallengeReject        = 28,
      ConnectChallengeResponse      = 30,
      ConnectRequest                = 32,
      ConnectReject                 = 34,
      ConnectAccept                 = 36,
      Disconnect                    = 38,
   };

protected:

   Vector<NetConnection *> mPendingConnections;    ///< List of connections that are in the startup phase.
   U32                     mLastTimeoutCheckTime;  ///< Last time all the active connections were checked for timeouts.
   //U32                     mRandomHashData[12];    ///< Data that gets hashed with connect challenge requests to prevent connection spoofing.
   //bool                    mRandomDataInitialized; ///< Have we initialized our random number generator?
   bool                    mAllowConnections;      ///< Is this NetInterface allowing connections at this time?

   enum NetInterfaceConstants
   {
      MaxPendingConnects  = 20,     ///< Maximum number of pending connections.  If new connection requests come in before
      ChallengeRetryCount = 4,      ///< Number of times to send connect challenge requests before giving up.
      ChallengeRetryTime  = 2500,   ///< Timeout interval in milliseconds before retrying connect challenge.

      ConnectRetryCount    = 4,     ///< Number of times to send connect requests before giving up.
      ConnectRetryTime     = 2500,  ///< Timeout interval in milliseconds before retrying connect request.
      TimeoutCheckInterval = 1500,  ///< Interval in milliseconds between checking for connection timeouts.
   };



   /// Initialize random data.
   //void initRandomData();

   /// @name Connection management
   /// Most of these are pretty self-explanatory.
   /// @{

   void            addPendingConnection(NetConnection *conn);
   NetConnection *findPendingConnection(const NetAddress *address, U32 packetSequence);
   void         removePendingConnection(NetConnection *conn);


   /// @}

public:
   NetInterface();

   /// Returns whether or not this NetInterface allows connections from remote hosts.
   bool doesAllowConnections() { return mAllowConnections; }

   /// Sets whether or not this NetInterface allows connections from remote hosts.
   void setAllowsConnections(bool conn) { mAllowConnections = conn; }

   /// Dispatch function for processing all network packets through this NetInterface.
   virtual void processPacketReceiveEvent(PacketReceiveEvent *event);

   /// Handles all packets that don't fall into the category of connection handshake or game data.
   virtual void handleInfoPacket(const NetAddress *address, U8 packetType, BitStream *stream);

   /// Checks all connections marked as client to server for packet sends.
   void processClient();

   /// Checks all connections marked as server to client for packet sends.
   void processServer();

   /// Begins the connection handshaking process for a connection.
   void startConnection(NetConnection *conn);

   /// Checks for timeouts on all valid and pending connections.
   void checkTimeouts();

   /// Send a disconnect packet on a connection, along with a reason.
	void sendDisconnectPacket(NetConnection *conn, const char *reason){}
};
extern NetInterface* GNet;

//};//namespace RPGServer


#endif

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